Project Type: Game Prototype
Development Period: June 2023
Development Length: 1 Month
Contributors: Myself
Genre: Action Platformer/Slasher
What is Spellsword?
Spellsword is an action platformer/slasher that is centered around intuitive melee combat that uses mouse movement and momentum in a unique way.
The faster you swing your sword, the more lethal it becomes, and it can be pushed outwards to stab foes, or swing at a distance with relative safety.
The prototype contains a single level, with 3 enemy types, each with a unique method of attack, and a final boss that completes the level when defeated.
Constantly swings their sword back and forth and closes in on the player quickly to deal high damage. Best dealt with at a distance and quickly.
Moves toward the player and periodically stabs their spear outwards, forcing the player to wait for the right moment inbetween attacks to counter.
The Crossbowman backs away from the player forcing them to close the gap, or be shot. Arrows can also be deflected with the sword to defend youtself.
The primary idea behind this project is its combat. I have never been a fan of melee combat in games that relies on preset animations or flashy effects to deal damage to an opponent.
In an FPS you have complete control of where you aim, how many shots are fired and when you reload, whereas most games with melee combat simply have a few inputs that plays an animation with a hitbox.
Inspired by games such as Mount and Blade, Chivalry, and Mordhau, which have multi-direction, collision and speed based combat, I wanted to bring their improvements on melee combat to a 2D format.
Linking the player's sword to their mouse input gives them direct control over their attack, allowing for more interactive and engaging gameplay.
Another primary motivation behind this project is the use of Unity Engine's 2D lighting system as previously, I had never used it.
This influenced the setting and style of the game as I thought a castle interior provides a good location for both melee gameplay and various types of lighting situations that an outdoor environment wouldnt offer.
I tried to used lighting in interesting ways, that werent simply environmental, such as glowing eyes on certain characters to represent a magical aura, and glowing health pickups that draw the players attention to an important item.
Design Pillar - Level Design
The final focus of the prototype was level design, which is always a focus on the projects I work on, given the oppourtunity.
Although time constraints and scope allowed for only one level to be made, i wanted to make sure that the level i made showcased every mechanic of the game and in multiple ways if possible.
The level begins with tutorial prompts that guide the player through the basics, starting with movement and then onto combat with a wooden barrel that doesnt fight back, allowing the player some time to get used to the melee system, without being punished for not having experience. Past this the player begins to encounter enemies in order of difficulty, first, the swordsman, the easiest, the spearman and then the crossbowman.
After navigating through these enemies and some platforming sections that involve spike pits, the player is faced with the final boss of the game, who acts as a test of the players skills, as well as a completion goal. Once defeated the player is presented with a winning screen, ending the game.
The Complete Level:
Development Images: